2900BC: Continued.
Moscow has 3 content citizens and will grow in two turns. There is nothing I can do to reduce that time. So I leave the citizen on the ivory.
2850BC:
Scout N, E
The people love me (as well they should).
Scout 1 2E. Being as near the top of the map as he is, I can be pretty sure that no other civs are north of Joan. East is the most likely location of any other civ.
Scout 2 SE
Now. Moscow is going to grow to size 4 next turn. Because this is regent level and you have one military unit garrisoning the city, your first 3 citizens will be content. Any more than that are unhappy. If you play with the governor controlling population happiness, your next citizen will be a clown. Clowns can be used to stop your city rioting. However, they are not productive. They can't work a tile. This means that you don't produce as much food, shields or commerce as you otherwise could. The devastating effect of this is on food. The clown eats food, but doesn't produce it. This will reduce your food surplus and completely mess up your settler factory. In the early game as a rule of thumb don't employ clowns.
We have decided to keep control of happiness ourselves (though you probably didn't know it). I'm not going to employ a clown, or touch the luxury slider. Let's hit "Next Turn" and see what happens.
2800BC:
Scout 2 - E,
Scout 1 takes small detour to pop a hut. 2S for 25g.
Moscow is now size 4, and looks like this.
We have 3 content people and 1 unhappy person. But Moscow hasn't rioted. We have been given a turn of grace. Notice also that the food bin is empty. Because we are still working the ivory tile it will take 4 turns for Moscow to grow again. Aha. We have a little work to do. I click on the ivory tile, which gives me a clown. Then I click on the BG tile currently being mined by the worker. So now I get my unhappy guy back. I am also making one less shield, but Moscow will now grow in 3 turns. The settler is still due in 3 despite making fewer shields. Magic.
We still have to do something about the unhappy guy. So F1 gets me to the sliders. If I increase the lux slider to 10% one of the content citizens becomes happy. So now we have the same number of happy and unhappy citizens, and Moscow will not riot.
So this is very simple micromanagement. I was hoping to keep it out of the thread altogether, but your initial choice of settling on the spot put the ivory tile in the city radius, and that means having to do this micromanagement to keep the settler factory effective.
Two other small points. You won't have to move the lux slider up again in 3 turns because at the instant Moscow gets to size 5 it will spit out a settler and drop to size 3. At that point you can turn the lux slider back down again. Secondly, every time Moscows size changes you will have to repeat the process in the paragraph above, because the stupid governor will put the new citizen back on the ivory. He will never learn.
Now it's safe to press "Next Turn"
2750BC:
Scout 2 - E
Scout 1 S. This was a

I needed to send him NE. Now I will have to retrace my steps. :suicide:
2710BC:
Scout 1 - E, NE
Scout 2 - 2NE
We get a settler next turn
IBT:
Moscow Settler - Settler
2670BC:
So I do my Micromanagement chore and move the citizen off the ivory
I can also turn the lux slider back down.
I need to decide where to send the settler. For now I am going to do something silly and just send him NE following the river. After this set of turns, we'll have a go at a dot map and develop a proper settling plan.
Settler NE
Scout 2 E, NE
Scout 1 N, NE
2630BC:
Scout 1 E
Settler NE
Worker road tile.
Scout 2 NE, revealing horses and Ivory.
Although it's not in the turnlog, I have been checking the diplomacy screen EVERY turn. I know (pretty much) that Ceasar is researching Iron working. That's because he needs it for his UU (Unique Unit) the legionary. I am interested in obtaining IW myself, mainly because I am ready to develop a city layout plan, and knowing where Iron is will influence that. At this stage I could not care less about swordsmen. If I decide to use swordmen then I am confident that if we have iron anywhere we can hook it up in short order. If we haven't, then we can use horses. However, whether or not we use swords, we need iron. I am already looking ahead to the age of steam. I also want to know if Caesar has iron. Again, this is because he needs it for his UU. If I can see it, then I can tell if he has it hooked up, and that will tell me what to expect when we kill him. I will be able to plan timing, pillaging and generally develop a low risk, high gain war strategy. I can hardly wait.
2590BC:
Hmmm...
Scout goes north, revealing a hut to the East. Because the scout has 2 movement I could pop it right now. If I do, then I will definitely not get a settler. This is for two reasons. Firstly I am building a settler in Moscow. So in the same way that you won't get a tech you are currently researching from a hut, you won't get a settler from a hut if you are building one. I could temporarily change Moscows build to something else while I pop the hut. Unfortunately it won't do me any good in this case. That's because I have another settler on his way to some unknown and dodgy destination up north. So unless I settle him right now and also change Moscows build, I am not going to get a settler. So I just pop the hut for Iron working. Poor old Caesar. At this point I would be very tempted to just give away iron working to all the civs around. This would be to stop Caesar selling it when he got it, making loads of money and upgrading all his warriors to legionary. I found out recently that the AI tends to spend lump sums on unit upgrades. Instead I test Caesar to confirm that he is researching IW. So I ask him what he'll give me for it. 30g. So I would infer from this that he is indeed researching IW and is 2 or 3 turns from getting it. We have 3 "gettable" sources of iron. It must be christmas. Ceasar can get some pretty soon if he tries hard enough. For the purposes of this training game that's good. I want us to have to deal with legionaries.
Settler NW
EOT